// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Sky rendering. The DOOM sky is a texture map like any // wall, wrapping around. 1024 columns equal 360 degrees. // The default sky map is 256 columns and repeats 4 times // on a 320 screen. // // //----------------------------------------------------------------------------- // Needed for FRACUNIT. #include "m_fixed.h" #include "r_data.h" #include "c_cvars.h" #include "g_level.h" #include "r_sky.h" #include "r_main.h" #include "v_text.h" #include "gi.h" // // sky mapping // FTextureID skyflatnum; FTextureID sky1texture, sky2texture; fixed_t skytexturemid; fixed_t skyscale; fixed_t skyiscale; bool skystretch; fixed_t sky1cyl, sky2cyl; double sky1pos, sky2pos; // [RH] Stretch sky texture if not taller than 128 pixels? CUSTOM_CVAR (Bool, r_stretchsky, true, CVAR_ARCHIVE) { R_InitSkyMap (); } extern fixed_t freelookviewheight; //========================================================================== // // R_InitSkyMap // // Called whenever the view size changes. // //========================================================================== CUSTOM_CVAR(Bool, r_scaletallskies, true, CVAR_ARCHIVE) { R_InitSkyMap(); } void R_InitSkyMap () { int skyheight; FTexture *skytex1, *skytex2; skytex1 = TexMan[sky1texture]; skytex2 = TexMan[sky2texture]; if (skytex1 == NULL) return; if ((level.flags & LEVEL_DOUBLESKY) && skytex1->GetHeight() != skytex2->GetHeight()) { Printf (TEXTCOLOR_BOLD "Both sky textures must be the same height." TEXTCOLOR_NORMAL "\n"); sky2texture = sky1texture; } // There are various combinations for sky rendering depending on how tall the sky is: // h < 128: Unstretched and tiled, centered on horizon // 128 <= h < 200: Can possibly be stretched. When unstretched, the baseline is // 28 rows below the horizon so that the top of the texture // aligns with the top of the screen when looking straight ahead. // When stretched, it is scaled to 228 pixels with the baseline // in the same location as an unstretched 128-tall sky, so the top // of the texture aligns with the top of the screen when looking // fully up. // h == 200: Unstretched, baseline is on horizon, and top is at the top of // the screen when looking fully up. // 200 < h <= 240: Squashed to consume the same height as a 200-pixel tall sky // and aligned on the horizon. // h > 240: Same scale as a 240-tall sky, but the baseline is shifted down // so that the top of the texture is at the top of the screen // when looking fully up. skyheight = skytex1->GetScaledHeight(); skystretch = false; skytexturemid = 0; if (skyheight >= 128 && skyheight < 200) { skystretch = (r_stretchsky && skyheight >= 128 && level.IsFreelookAllowed() && !(level.flags & LEVEL_FORCENOSKYSTRETCH)) ? 1 : 0; skytexturemid = -28*FRACUNIT; } else if (r_scaletallskies && skyheight > 240) { skytexturemid = (240 - skyheight) << FRACBITS; } else if (!r_scaletallskies && skyheight > 200) { skytexturemid = (200 - skyheight) << FRACBITS; } if (viewwidth != 0 && viewheight != 0) { skyiscale = (r_Yaspect*FRACUNIT) / ((freelookviewheight * viewwidth) / viewwidth); skyscale = (((freelookviewheight * viewwidth) / viewwidth) << FRACBITS) / (r_Yaspect); skyiscale = Scale (skyiscale, FieldOfView, 2048); skyscale = Scale (skyscale, 2048, FieldOfView); } if (r_scaletallskies && skyheight > 200) { int sheight = MIN(skyheight, 240); skyscale = Scale(skyscale, 200, sheight); skyiscale = Scale(skyiscale, sheight, 200); } else if (skyheight < 200 && skystretch) { skyscale = Scale(skyscale, SKYSTRETCH_HEIGHT, skyheight); skyiscale = Scale(skyiscale, skyheight, SKYSTRETCH_HEIGHT); skytexturemid = Scale(skytexturemid, skyheight, SKYSTRETCH_HEIGHT); } // The standard Doom sky texture is 256 pixels wide, repeated 4 times over 360 degrees, // giving a total sky width of 1024 pixels. So if the sky texture is no wider than 1024, // we map it to a cylinder with circumfrence 1024. For larger ones, we use the width of // the texture as the cylinder's circumfrence. sky1cyl = MAX(skytex1->GetWidth(), skytex1->xScale >> (16 - 10)); sky2cyl = MAX(skytex2->GetWidth(), skytex2->xScale >> (16 - 10)); }